quake4-sdk/source/mpgame/Player.h

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2007-06-15 00:00:00 +00:00
// RAVEN BEGIN
// bdube: note that this file is no longer merged with Doom3 updates
//
// MERGE_DATE 07/07/2004
#ifndef __GAME_PLAYER_H__
#define __GAME_PLAYER_H__
/*
===============================================================================
Player entity.
===============================================================================
*/
extern const idEventDef EV_Player_GetButtons;
extern const idEventDef EV_Player_GetMove;
extern const idEventDef EV_Player_GetViewAngles;
extern const idEventDef EV_Player_SetViewAngles;
extern const idEventDef EV_Player_EnableWeapon;
extern const idEventDef EV_Player_DisableWeapon;
extern const idEventDef EV_Player_ExitTeleporter;
extern const idEventDef EV_Player_SelectWeapon;
extern const idEventDef EV_Player_Freeze;
extern const idEventDef EV_SpectatorTouch;
extern const idEventDef EV_Player_SetArmor;
extern const idEventDef EV_Player_SetExtraProjPassEntity;
extern const idEventDef EV_Player_DamageEffect;
const float THIRD_PERSON_FOCUS_DISTANCE = 512.0f;
const int LAND_DEFLECT_TIME = 150;
const int LAND_RETURN_TIME = 300;
const int FOCUS_TIME = 200;
const int FOCUS_GUI_TIME = 300;
const int FOCUS_USABLE_TIME = 100;
const int MAX_WEAPONS = 16;
const int MAX_AMMO = 16;
const int CARRYOVER_FLAG_AMMO = 0x40000000;
const int CARRYOVER_FLAG_ARMOR_LIGHT = 0x20000000;
const int CARRYOVER_FLAG_ARMOR_HEAVY = 0x10000000;
const int CARRYOVER_WEAPONS_MASK = 0x0FFFFFFF;
const int CARRYOVER_FLAGS_MASK = 0xF0000000;
const int MAX_SKILL_LEVELS = 4;
const int ZERO_VOLUME = -40; // volume at zero
const int DMG_VOLUME = 5; // volume when taking damage
const int DEATH_VOLUME = 15; // volume at death
const int SAVING_THROW_TIME = 5000; // maximum one "saving throw" every five seconds
// grep max_ammo_* in the multiplayer settings, all less than 512 (2^9)
const int ASYNC_PLAYER_INV_AMMO_BITS = 9;
const int ASYNC_PLAYER_INV_CLIP_BITS = -7; // -7 bits to cover the range [-1, 60]
// NOTE: protocol 69 used 6 bits, but that's only used for client -> server traffic, so doesn't affect backwards protocol replay compat
const int IMPULSE_NUMBER_OF_BITS = 8; // allows for 2<<X impulses
#define MAX_CONCURRENT_VOICES 3
// RAVEN BEGIN
// jnewquist: Xenon weapon combo system
#ifdef _XENON
typedef struct
{
int up;
int down;
int left;
int right;
} nextWeaponCombo_t;
#endif
// RAVEN END
typedef enum {
FOCUS_NONE,
FOCUS_GUI,
FOCUS_BRACKETS,
FOCUS_VEHICLE,
FOCUS_LOCKED_VEHICLE,
FOCUS_USABLE,
FOCUS_USABLE_VEHICLE,
FOCUS_CHARACTER,
FOCUS_MAX
} playerFocus_t;
struct idItemInfo {
idStr name;
idStr icon;
};
struct idObjectiveInfo {
idStr title;
idStr text;
idStr screenshot;
};
struct idLevelTriggerInfo {
idStr levelName;
idStr triggerName;
};
/*
struct rvDatabaseEntry {
idStr title;
idStr text;
idStr image;
idStr filter;
};
*/
typedef struct {
int time;
idVec3 dir; // scaled larger for running
} loggedAccel_t;
typedef struct {
int areaNum;
idVec3 pos;
} aasLocation_t;
// powerups
enum {
// standard powerups
POWERUP_QUADDAMAGE = 0,
POWERUP_HASTE,
POWERUP_REGENERATION,
POWERUP_INVISIBILITY,
// ctf powerups
POWERUP_CTF_MARINEFLAG,
POWERUP_CTF_STROGGFLAG,
POWERUP_CTF_ONEFLAG,
// persistant powerups, keep these with ammo regen first and scout last or persistance breaks
POWERUP_AMMOREGEN,
POWERUP_GUARD,
POWERUP_DOUBLER,
POWERUP_SCOUT, // == 1.2 / protocol 69's POWERUP_MAX-1
POWERUP_MODERATOR, // Note: This has to be here. Otherwise, it breaks syncronization with some list elsewhere
POWERUP_DEADZONE,
// Team Powerups
POWERUP_TEAM_AMMO_REGEN,
POWERUP_TEAM_HEALTH_REGEN,
POWERUP_TEAM_DAMAGE_MOD,
POWERUP_MAX
};
enum {
PMOD_SPEED = 0,
PMOD_PROJECTILE_DAMAGE,
PMOD_MELEE_DAMAGE,
PMOD_MELEE_DISTANCE,
PMOD_PROJECTILE_DEATHPUSH,
PMOD_FIRERATE,
PMOD_MAX
};
typedef enum {
PE_NONE,
PE_GRAB_A,
PE_GRAB_B,
PE_SALUTE,
PE_CHEER,
PE_TAUNT
} playerEmote_t;
// influence levels
enum {
INFLUENCE_NONE = 0, // none
INFLUENCE_LEVEL1, // no gun or hud
INFLUENCE_LEVEL2, // no gun, hud, movement
INFLUENCE_LEVEL3, // slow player movement
};
typedef enum {
PTS_UNKNOWN = 0,
PTS_ADVANCED,
PTS_ELIMINATED,
PTS_PLAYING,
PTS_NUM_STATES
} playerTourneyStatus_t;
typedef enum {
IBS_CAN_BUY = 0,
IBS_NOT_ALLOWED = 1,
IBS_ALREADY_HAVE = 2,
IBS_CANNOT_AFFORD = 3,
} itemBuyStatus_t;
const int ASYNC_PLAYER_TOURNEY_STATUS_BITS = idMath::BitsForInteger( PTS_NUM_STATES );
class idInventory {
public:
int maxHealth;
int weapons;
// RITUAL BEGIN
// squirrel: Mode-agnostic buymenus
int carryOverWeapons;
// RITUAL END
int powerups;
int armor;
int maxarmor;
int ammo[ MAX_AMMO ];
int clip[ MAX_WEAPONS ];
int powerupEndTime[ POWERUP_MAX ];
int weaponMods[ MAX_WEAPONS ];
// multiplayer
int ammoPredictTime;
int ammoRegenStep[ MAX_WEAPONS ];
int ammoRegenTime[ MAX_WEAPONS ];
int ammoIndices[ MAX_WEAPONS ];
int startingAmmo[ MAX_WEAPONS ];
int lastGiveTime;
idList<idDict *> items;
idStrList pdas;
idStrList pdaSecurity;
idStrList videos;
idList<idLevelTriggerInfo> levelTriggers;
idInventory() { Clear(); }
~idInventory() { Clear(); }
// save games
void Save( idSaveGame *savefile ) const; // archives object for save game file
void Restore( idRestoreGame *savefile ); // unarchives object from save game file
void Clear( void );
void GivePowerUp( idPlayer* player, int powerup, int msec );
void ClearPowerUps( void );
void GetPersistantData( idDict &dict );
void RestoreInventory( idPlayer *owner, const idDict &dict );
bool Give( idPlayer *owner, const idDict &spawnArgs, const char *statname, const char *value, int *idealWeapon, bool updateHud, bool dropped = false, bool checkOnly = false );
void Drop( const idDict &spawnArgs, const char *weapon_classname, int weapon_index );
int AmmoIndexForAmmoClass( const char *ammo_classname ) const;
int MaxAmmoForAmmoClass( idPlayer *owner, const char *ammo_classname ) const;
int AmmoIndexForWeaponClass( const char *weapon_classname, int *ammoRequired = NULL );
const char * AmmoClassForWeaponClass( const char *weapon_classname);
// RAVEN BEGIN
// mekberg: if the player can pick up the ammo at this time
bool DetermineAmmoAvailability( idPlayer* owner, const char *ammoName, int ammoIndex, int ammoAmount, int ammoMax );
// RAVEN END
int AmmoIndexForWeaponIndex( int weaponIndex );
int StartingAmmoForWeaponIndex( int weaponIndex );
int AmmoRegenStepForWeaponIndex( int weaponIndex );
int AmmoRegenTimeForWeaponIndex( int weaponIndex );
int HasAmmo( int index, int amount );
bool UseAmmo( int index, int amount );
int HasAmmo( const char *weapon_classname ); // looks up the ammo information for the weapon class first
int nextItemPickup;
int nextItemNum;
int onePickupTime;
idList<idItemInfo> pickupItemNames;
idList<idObjectiveInfo> objectiveNames;
// idList<rvDatabaseEntry> database;
int secretAreasDiscovered;
};
class idPlayer : public idActor {
public:
enum {
EVENT_IMPULSE = idEntity::EVENT_MAXEVENTS,
EVENT_EXIT_TELEPORTER,
EVENT_ABORT_TELEPORTER,
EVENT_POWERUP,
EVENT_SPECTATE,
EVENT_EMOTE,
EVENT_JUMP,
EVENT_MAXEVENTS
};
friend class idThread;
usercmd_t usercmd;
class idPlayerView playerView; // handles damage kicks and effects
bool alreadyDidTeamAnnouncerSound;
bool noclip;
bool godmode;
int godmodeDamage;
bool undying;
bool spawnAnglesSet; // on first usercmd, we must set deltaAngles
idAngles spawnAngles;
idAngles viewAngles; // player view angles
idAngles cmdAngles; // player cmd angles
int buttonMask;
int oldButtons;
int oldFlags;
int lastSavingThrowTime; // for the "free miss" effect
struct playerFlags_s {
bool forward :1;
bool backward :1;
bool strafeLeft :1;
bool strafeRight :1;
bool attackHeld :1;
bool weaponFired :1;
bool jump :1;
bool crouch :1;
bool onGround :1;
bool onLadder :1;
bool dead :1;
bool run :1;
bool pain :1;
bool hardLanding :1;
bool softLanding :1;
bool reload :1;
bool teleport :1;
bool turnLeft :1;
bool turnRight :1;
bool hearingLoss :1;
bool objectiveFailed :1;
bool noFallingDamage :1;
} pfl;
// inventory
idInventory inventory;
rvWeapon* weapon;
idEntityPtr<rvViewWeapon> weaponViewModel;
idEntityPtr<idAnimatedEntity> weaponWorldModel;
const idDeclEntityDef* weaponDef;
idUserInterface * hud; // Common hud
idUserInterface * mphud; // hud overlay containing MP elements
idUserInterface * objectiveSystem;
idUserInterface * cinematicHud;
bool objectiveSystemOpen;
bool objectiveButtonReleased;
bool disableHud;
bool showNewObjectives;
int lastDmgTime;
int deathClearContentsTime;
bool doingDeathSkin;
int nextHealthPulse; // time when health will tick down
int nextAmmoRegenPulse[ MAX_AMMO ]; // time when ammo will regenerate
int nextArmorPulse; // time when armor will tick down
bool hiddenWeapon; // if the weapon is hidden ( in noWeapons maps )
// mp stuff
int spectator;
bool scoreBoardOpen;
bool forceScoreBoard;
bool forceRespawn;
int forceScoreBoardTime;
bool allowedToRespawn;
bool inBuyZone;
bool inBuyZonePrev;
bool spectating;
int lastHitFrame; // game frame of the last hit sound feedback
bool lastHitArmor;
bool forcedReady;
int lastArenaChange;
bool wantSpectate; // from userInfo
bool weaponGone; // force stop firing
bool useInitialSpawns; // toggled by a map restart to be active for the first game spawn
bool isLagged; // replicated from server, true if packets haven't been received from client.
bool isChatting; // replicated from server, true if the player is chatting.
int lastSpectateTeleport;
int latchedTeam; // need to track when team gets changed
int spawnedTime; // when client first enters the game
int hudTeam;
idEntityPtr<idEntity> teleportEntity; // while being teleported, this is set to the entity we'll use for exit
int teleportKiller; // entity number of an entity killing us at teleporter exit
idEntityPtr<idPlayer> lastKiller;
// timers
int minRespawnTime; // can respawn when time > this, force after g_forcerespawn
int maxRespawnTime; // force respawn after this time
// the first person view values are always calculated, even
// if a third person view is used
idVec3 firstPersonViewOrigin;
idMat3 firstPersonViewAxis;
idDragEntity dragEntity;
idVec3 intentDir;
rvAASTacticalSensor* aasSensor;
idEntityPtr<idEntity> extraProjPassEntity;
bool vsMsgState;
int lastPickupTime;
float buyMenuCash;
float handicap; // multiplier for damage/health
public:
CLASS_PROTOTYPE( idPlayer );
idPlayer();
virtual ~idPlayer();
void Spawn( void );
void Think( void );
// save games
void Save( idSaveGame *savefile ) const; // archives object for save game file
void Restore( idRestoreGame *savefile ); // unarchives object from save game file
static const char* GetSpawnClassname ( void );
virtual void Hide( void );
virtual void Show( void );
void Init( void );
void PrepareForRestart( void );
virtual void Restart( void );
void SetWeapon ( int weapon );
void SetupWeaponEntity( void );
bool SelectSpawnPoint( idVec3 &origin, idAngles &angles );
void SpawnFromSpawnSpot( void );
void SpawnToPoint( const idVec3 &spawn_origin, const idAngles &spawn_angles );
void SetClipModel( bool forceSpectatorBBox = false ); // spectator mode uses a different bbox size
void SavePersistantInfo( void );
void RestorePersistantInfo( void );
void SetLevelTrigger( const char *levelName, const char *triggerName );
bool UserInfoChanged( void );
idDict * GetUserInfo( void );
bool BalanceTeam( void );
void CacheWeapons( void );
bool HandleESC( void );
void EnterCinematic( void );
void ExitCinematic( void );
bool SkipCinematic( void );
void UpdateConditions( void );
void SetViewAngles( const idAngles &angles );
void BiasIntentDir ( idVec3 newIntentDir, float prevBias = 199.0f );
// delta view angles to allow movers to rotate the view of the player
void UpdateDeltaViewAngles( const idAngles &angles );
virtual bool Collide( const trace_t &collision, const idVec3 &velocity );
virtual void GetAASLocation( idAAS *aas, idVec3 &pos, int &areaNum ) const;
virtual void DamageFeedback( idEntity *victim, idEntity *inflictor, int &damage );
void CalcDamagePoints( idEntity *inflictor, idEntity *attacker, const idDict *damageDef,
const float damageScale, const int location, int *health, int *armor );
virtual void Damage( idEntity *inflictor, idEntity *attacker, const idVec3 &dir, const char *damageDefName, const float damageScale, const int location );
virtual bool CanPlayImpactEffect ( idEntity* attacker, idEntity* target );
virtual void AddDamageEffect( const trace_t &collision, const idVec3 &velocity, const char *damageDefName, idEntity* inflictor );
virtual void ProjectHeadOverlay( const idVec3 &point, const idVec3 &dir, float size, const char *decal );
// use exitEntityNum to specify a teleport with private camera view and delayed exit
virtual void Teleport( const idVec3 &origin, const idAngles &angles, idEntity *destination );
virtual void GetDebugInfo ( debugInfoProc_t proc, void* userData );
virtual bool CanDamage( const idVec3 &origin, idVec3 &damagePoint, idEntity *ignoreEnt );
void Kill( bool delayRespawn, bool nodamage );
virtual void Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location );
renderView_t * GetRenderView( void );
void SmoothenRenderView( bool firstPerson );
void CalculateRenderView( void ); // called every tic by player code
void CalculateFirstPersonView( void );
void DrawShadow( renderEntity_t *headRenderEnt );
void DrawHUD( idUserInterface *hud );
void DrawInput();
void StartRadioChatter ( void );
void StopRadioChatter ( void );
void WeaponFireFeedback( const idDict *weaponDef );
float DefaultFov( void ) const;
float CalcFov( bool honorZoom );
void CalculateViewWeaponPos( idVec3 &origin, idMat3 &axis );
void GetViewPos( idVec3 &origin, idMat3 &axis ) const;
void OffsetThirdPersonView( float angle, float range, float height, bool clip );
void OffsetThirdPersonVehicleView( bool clip );
bool OffsetThirdPersonTargetView( void );
bool Give( const char *statname, const char *value, bool dropped = false );
bool GiveItem( idItem *item );
void GiveItem( const char *name );
// Inventory
bool GiveInventoryItem( idDict *item );
void RemoveInventoryItem( idDict *item );
bool GiveInventoryItem( const char *name );
void RemoveInventoryItem( const char *name );
idDict * FindInventoryItem( const char *name );
// Wrist computer
void GiveObjective ( const char *title, const char *text, const char *screenshot );
void CompleteObjective ( const char *title );
void FailObjective ( const char *title );
void GiveDatabaseEntry ( const idDict* dbEntry, bool hudPopup = true );
bool IsObjectiveUp ( void ) const { return objectiveUp; }
idUserInterface * GetObjectiveHud ( void ) { return objectiveSystem; }
// Secret Areas
void DiscoverSecretArea ( const char *description);
void StartBossBattle ( idEntity* ent );
// Powerups
bool GivePowerUp ( int powerup, int time, bool team = false );
void ClearPowerUps ( void );
void StartPowerUpEffect ( int powerup );
void StopPowerUpEffect ( int powerup );
bool PowerUpActive ( int powerup ) const;
float PowerUpModifier ( int type );
void ClearPowerup ( int i );
const char* GetArenaPowerupString ( void );
// Helper methods to retrieving dictionaries
const idDeclEntityDef* GetWeaponDef ( int weaponIndex );
const idDeclEntityDef* GetPowerupDef ( int powerupIndex );
// Weapons
bool GiveWeaponMods ( int mods );
bool GiveWeaponMods ( int weapon, int mods );
void GiveWeaponMod ( const char* weaponmod );
int SlotForWeapon ( const char *weaponName );
idEntity* DropItem ( const char* itemClass, const idDict& customArgs, const idVec3& velocity = vec3_origin ) const;
void DropPowerups ( void );
idEntity* ResetFlag ( const char* itemClass, const idDict& customArgs ) const;
void RespawnFlags ( void );
void DropWeapon ( void );
bool WeaponIsEnabled ( void ) const { return weaponEnabled; }
void ShowCrosshair ( void );
void HideCrosshair ( void );
void Reload ( void );
void NextWeapon ( void );
void NextBestWeapon ( void );
void PrevWeapon ( void );
void LastWeapon ( void );
void SelectWeapon ( int num, bool force );
void SelectWeapon ( const char * );
void AddProjectilesFired ( int count );
void AddProjectileHits ( int count );
void LowerWeapon ( void );
void RaiseWeapon ( void );
void WeaponLoweringCallback ( void );
void WeaponRisingCallback ( void );
void RemoveWeapon ( const char *weap );
void Flashlight ( bool on );
void ToggleFlashlight ( void );
bool CanShowWeaponViewmodel ( void ) const;
void TriggerHitSound ( bool armor );
virtual bool HandleSingleGuiCommand( idEntity *entityGui, idLexer *src );
bool GuiActive( void ) { return focusType == FOCUS_GUI; }
void GenerateImpulseForBuyAttempt( const char* itemName );
bool AttemptToBuyItem( const char* itemName );
bool AttemptToBuyTeamPowerup( const char* itemName );
void UpdateTeamPowerups( bool isBuying = false );
bool CanBuy( void );
int CanSelectWeapon ( const char* weaponName );
int GetItemCost(const char* itemName);
void PerformImpulse( int impulse );
void Spectate( bool spectate, bool force = false );
void ToggleObjectives ( void );
void ToggleScoreboard( void );
void RouteGuiMouse( idUserInterface *gui );
void UpdateHud( void );
idUserInterface* GetHud();
const idUserInterface* GetHud() const;
void SetInfluenceFov( float fov );
void SetInfluenceView( const char *mtr, const char *skinname, float radius, idEntity *ent );
void SetInfluenceLevel( int level );
int GetInfluenceLevel( void ) { return influenceActive; };
void SetPrivateCameraView( idCamera *camView );
idCamera * GetPrivateCameraView( void ) const { return privateCameraView; }
void StartFxFov( float duration );
void UpdateHudWeapon( int displayWeapon = -1 );
#ifdef _XENON
void ResetHUDWeaponSwitch( void );
#endif
void UpdateHudStats( idUserInterface *hud );
void UpdateHudAmmo( idUserInterface *hud );
void UpdateHudPowerUps( idUserInterface *hud );
void ShowTip( const char *title, const char *tip, bool autoHide );
void HideTip( void );
bool IsTipVisible( void ) { return tipUp; };
void ShowObjective( const char *obj );
void HideObjective( void );
idVec3 GetEyePosition( void ) const;
void LocalClientPredictionThink( void );
void NonLocalClientPredictionThink( void );
virtual void ClientPredictionThink( void );
virtual void WriteToSnapshot( idBitMsgDelta &msg ) const;
virtual void ReadFromSnapshot( const idBitMsgDelta &msg );
void WritePlayerStateToSnapshot( int lastSnapshotFrame, idBitMsgDelta &msg ) const;
void ReadPlayerStateFromSnapshot( const idBitMsgDelta &msg );
virtual bool ClientStale( void );
virtual void ClientUnstale( void );
virtual bool ServerReceiveEvent( int event, int time, const idBitMsg &msg );
virtual bool GetMasterPosition( idVec3 &masterOrigin, idMat3 &masterAxis ) const;
virtual bool GetPhysicsToVisualTransform( idVec3 &origin, idMat3 &axis );
virtual bool GetPhysicsToSoundTransform( idVec3 &origin, idMat3 &axis );
virtual bool ClientReceiveEvent( int event, int time, const idBitMsg &msg );
bool IsBeingTalkedTo ( void );
bool IsReady ( void );
bool IsRespawning ( void );
bool IsInTeleport ( void );
bool IsZoomed ( void );
bool IsFlashlightOn ( void );
virtual bool IsCrouching ( void ) const;
// voice com muting
bool IsPlayerMuted ( idPlayer* player ) const;
bool IsPlayerMuted ( int clientNum ) const;
void MutePlayer ( idPlayer* player, bool mute );
void MutePlayer ( int clientNum, bool mute );
// buddy list
void SetFriend ( idPlayer* player, bool isFriend );
void SetFriend ( int clientNum, bool isFriend );
bool IsFriend ( idPlayer* player ) const;
bool IsFriend ( int clientNum ) const;
// time joined server
int GetConnectTime ( void ) const;
void SetConnectTime ( int time );
// emotes
void SetEmote ( playerEmote_t emote );
// rankings
int GetRank ( void ) const;
void SetRank ( int newRank );
// arenas for tourney mode
int GetArena ( void ) const;
void SetArena ( int newArena );
idEntity *GetInfluenceEntity( void ) { return influenceEntity; };
const idMaterial *GetInfluenceMaterial( void ) { return influenceMaterial; };
float GetInfluenceRadius( void ) { return influenceRadius; };
// server side work for in/out of spectate. takes care of spawning it into the world as well
void ServerSpectate( bool spectate );
// for very specific usage. != GetPhysics()
idPhysics *GetPlayerPhysics( void );
void TeleportDeath( int killer );
void SetLeader( bool lead );
bool IsLeader( void );
void UpdateModelSetup( bool forceReload = false );
void UpdateSounds(const rvDeclPlayerModel *modelDecl);
bool OnLadder( void ) const;
rvViewWeapon* GetWeaponViewModel ( void ) const;
idAnimatedEntity* GetWeaponWorldModel ( void ) const;
int GetCurrentWeapon ( void ) const;
bool IsGibbed ( void ) const;
const idVec3& GetGibDir ( void ) const;
void SetInitialHud ( void );
void RemoveClientModel ( const char* entityDefName );
void RemoveClientModels ( void );
rvClientEntityPtr<rvClientModel> AddClientModel ( const char* entityDefName, const char* shaderName = NULL );
void ClientGib ( const idVec3& dir );
void ClientDamageEffects ( const idDict& damageDef, const idVec3& dir, int damage );
void ApplyImpulse( idEntity *ent, int id, const idVec3 &point, const idVec3 &impulse, bool splash = false );
void GUIMainNotice( const char* message, bool persist = false );
void GUIFragNotice( const char* message, bool persist = false );
virtual bool EnterVehicle ( idEntity* vehicle );
virtual bool ExitVehicle ( bool force = false );
virtual void SetClipWorld( int newCW );
virtual int GetClipWorld( void ) const;
virtual idEntity* GetGroundElevator( idEntity* testElevator=NULL ) const;
int GetWeaponIndex( const char* weaponName ) const;
virtual void SetInstance( int newInstance );
void JoinInstance( int newInstance );
void ClientInstanceJoin( void );
void ClientInstanceLeave( void );
void SetHudOverlay( idUserInterface* overlay, int duration );
void SetShowHud( bool showHud );
bool GetShowHud( void );
// mekberg: wrap saveMessages
void SaveMessage( void );
// mekberg: set pm_ cvars
void SetPMCVars( void );
void SetTourneyStatus( playerTourneyStatus_t newStatus ) { tourneyStatus = newStatus; }
playerTourneyStatus_t GetTourneyStatus( void ) { return tourneyStatus; }
const char* GetTextTourneyStatus( void );
const idVec4& GetHitscanTint( void );
void ForceScoreboard( bool force, int time );
// call only on the local player
idUserInterface* GetCursorGUI( void );
bool CanFire( void ) const;
bool AllowedVoiceDest( int from );
// RITUAL BEGIN
// squirrel: added DeadZone multiplayer
itemBuyStatus_t ItemBuyStatus( const char* itemName );
bool CanBuyItem( const char* itemName );
void GiveCash( float cashDeltaAmount );
void ClampCash( float minCash, float maxCash );
void SetCash( float newCashAmount );
void ResetCash();
// RITUAL END
bool IsFakeClient( void ) const { return entityNumber == ENTITYNUM_NONE; }
bool IsLocalClient( void ) const { return entityNumber == gameLocal.localClientNum || IsFakeClient(); }
bool IsSpectatedClient( void ) const;
bool IsWaitingForPredictAck( void ) const;
protected:
void SetupHead( const char* modelKeyName = "", idVec3 headOffset = idVec3(0, 0, 0) );
private:
float vehicleCameraDist;
jointHandle_t hipJoint;
jointHandle_t chestJoint;
jointHandle_t neckLeanJoint;
idPhysics_Player physicsObj; // player physics
idList<aasLocation_t> aasLocation; // for AI tracking the player
idStr modelName; // current model name
const rvDeclPlayerModel* modelDecl;
int bobFoot;
float bobFrac;
float bobfracsin;
int bobCycle; // for view bobbing and footstep generation
float xyspeed;
int stepUpTime;
float stepUpDelta;
float idealLegsYaw;
float legsYaw;
bool legsForward;
float oldViewYaw;
idAngles viewBobAngles;
idVec3 viewBob;
int landChange;
int landTime;
// ddynerman: we read fall deltas from spawnargs, cache them to save some lookups
float fatalFallDelta;
float hardFallDelta;
float softFallDelta;
float noFallDelta;
int carryOverCurrentWeapon;
int currentWeapon;
int idealWeapon;
int clientIdealWeaponPredictFrame; // for weapon switch prediction
int previousWeapon;
int weaponSwitchTime;
bool weaponEnabled;
bool showWeaponViewModel;
rvClientEntityPtr<rvClientAFAttachment> clientHead;
bool objectivesEnabled;
bool flagCanFire;
bool flashlightOn;
bool zoomed;
bool reloadModel;
const idDeclSkin * skin;
const idDeclSkin * weaponViewSkin;
const idDeclSkin * headSkin;
const idDeclSkin * powerUpSkin; // active powerup skin
const idDeclSkin * gibSkin;
const idMaterial* quadOverlay;
const idMaterial* hasteOverlay;
const idMaterial* regenerationOverlay;
const idMaterial* invisibilityOverlay;
const idMaterial* powerUpOverlay;
int numProjectilesFired; // number of projectiles fired
int numProjectileHits; // number of hits on mobs
bool airless;
int airTics; // set to pm_airTics at start, drops in vacuum
int lastAirDamage;
bool gibDeath;
bool gibsLaunched;
idVec3 gibDir;
playerTourneyStatus_t tourneyStatus;
bool isStrogg;
idInterpolate<float> zoomFov;
idInterpolate<float> centerView;
bool fxFov;
float influenceFov;
int influenceActive; // level of influence.. 1 == no gun or hud .. 2 == 1 + no movement
idEntity * influenceEntity;
const idMaterial * influenceMaterial;
float influenceRadius;
const idDeclSkin * influenceSkin;
idCamera * privateCameraView;
static const int NUM_LOGGED_VIEW_ANGLES = 64; // for weapon turning angle offsets
idAngles loggedViewAngles[NUM_LOGGED_VIEW_ANGLES]; // [gameLocal.framenum&(LOGGED_VIEW_ANGLES-1)]
static const int NUM_LOGGED_ACCELS = 16; // for weapon turning angle offsets
loggedAccel_t loggedAccel[NUM_LOGGED_ACCELS]; // [currentLoggedAccel & (NUM_LOGGED_ACCELS-1)]
int currentLoggedAccel;
int demoViewAngleTime;
idAngles demoViewAngles;
// if there is a focusGUIent, the attack button will be changed into mouse clicks
idUserInterface * focusUI;
int focusTime;
playerFocus_t focusType;
idEntityPtr<idEntity> focusEnt;
idUserInterface * focusBrackets;
int focusBracketsTime;
bool targetFriendly;
idEntityPtr<idAI> talkingNPC; // NPC who's currently talking to us
int talkCursor; // show the state of the focusCharacter (0 == can't talk/dead, 1 == ready to talk, 2 == busy talking)
idUserInterface * cursor;
idUserInterface * overlayHud; // a temporary hud overlay
int overlayHudTime;
// full screen guis track mouse movements directly
int oldMouseX;
int oldMouseY;
bool tipUp;
bool objectiveUp;
float dynamicProtectionScale; // value to scale damage by due to dynamic protection
int lastDamageDef;
idVec3 lastDamageDir;
int lastDamageLocation;
int predictedFrame;
idVec3 predictedOrigin;
idAngles predictedAngles;
bool predictedUpdated;
idVec3 predictionOriginError;
idAngles predictionAnglesError;
int predictionErrorTime;
// mp
bool ready; // from userInfo
bool respawning; // set to true while in SpawnToPoint for telefrag checks
bool leader; // for sudden death situations
bool weaponCatchup; // raise up the weapon silently ( state catchups )
bool isTelefragged; // proper obituaries
int lastSpectateChange;
int lastTeleFX;
unsigned int lastSnapshotSequence; // track state hitches on clients
int aimClientNum; // player num in aim
idPlayer* lastImpulsePlayer; // the last player who gave me an impulse, may be null
int arena; // current arena for tourney gameplay
int connectTime;
int mutedPlayers; // bitfield set to which clients this player wants muted
int friendPlayers; // bitfield set to which clients this player has marked as friends
int voiceDest[MAX_CONCURRENT_VOICES];
int voiceDestTimes[MAX_CONCURRENT_VOICES];
int rank;
int deathSkinTime;
bool deathStateHitch;
playerEmote_t emote;
int powerupEffectTime;
const idDecl *powerupEffect;
int powerupEffectType;
idList<jointHandle_t> powerupEffectJoints;
rvClientEffectPtr hasteEffect;
rvClientEffectPtr flagEffect;
rvClientEffectPtr arenaEffect;
rvClientEffectPtr teamHealthRegen;
bool teamHealthRegenPending;
rvClientEffectPtr teamAmmoRegen;
bool teamAmmoRegenPending;
rvClientEffectPtr teamDoubler;
bool teamDoublerPending;
idVec4 hitscanTint;
// end mp
int lastImpulseTime; // time of last impulse
idEntityPtr<idEntity> bossEnemy;
const idDeclEntityDef* cachedWeaponDefs[ MAX_WEAPONS ];
const idDeclEntityDef* cachedPowerupDefs[ POWERUP_MAX ];
bool weaponChangeIconsUp;
int oldInventoryWeapons;
const idDeclEntityDef* itemCosts;
idVec3 leanVelocity;
// hack to avoid jittery legs
int ignoreOnGroundUntilFrame;
bool prevOnGround;
// lean props
float leanMaxSpeed;
float leanBlendRatio;
float leanMaxLateralAngle;
float leanMaxForwardAngle;
float leanHeadRatio;
float leanHipRatio;
// flags when server is processing entity events, for acknowledge replies
bool serverReceiveEvent;
bool WantSmoothing( void ) const;
void PredictionErrorDecay( void );
bool CanZoom(void);
void LookAtKiller( idEntity *inflictor, idEntity *attacker );
void StopFiring( void );
void FireWeapon( void );
void Weapon_Combat( void );
void Weapon_NPC( void );
void Weapon_GUI( void );
void Weapon_Vehicle ( void );
void Weapon_Usable ( void );
void SpectateFreeFly( bool force ); // ignore the timeout to force when followed spec is no longer valid
void SpectateCycle( void );
idAngles GunTurningOffset( void );
idVec3 GunAcceleratingOffset( void );
void CrashLand( const idVec3 &oldOrigin, const idVec3 &oldVelocity );
void BobCycle( const idVec3 &pushVelocity );
void EvaluateControls( void );
void AdjustSpeed( void );
void AdjustBodyAngles( void );
void Move( void );
void SetSpectateOrigin( void );
void InitAASLocation( void );
void SetAASLocation( void );
idUserInterface * ActiveGui( void );
void UpdateWeapon ( void );
void UpdateSpectating ( void );
void UpdateAir ( void );
void UpdateGravity ( void );
void HandleObjectiveInput ( void );
void HandleCheats ( void );
void ClearCheatState ( void );
void UpdateViewAngles ( void );
void UpdatePowerUps ( void );
void UpdateDeathSkin ( bool state_hitch );
void UpdateFocus ( void );
void UpdateLocation ( void );
void UpdateObjectiveInfo ( void );
void UpdateIntentDir ( void );
void LoadDeferredModel ( void );
void ClearFocus ( void );
void UpdateFocusCharacter ( idEntity* newEnt );
void SetFocus ( playerFocus_t type, int focusTime, idEntity* ent, idUserInterface* ui );
void UpdateDeathShader ( bool state_hitch );
// void InitWeapon ( void );
bool IsLegsIdle ( bool crouching ) const;
void CheckAckReply ( void ) const;
void Event_GetButtons ( void );
void Event_GetMove ( void );
void Event_GetViewAngles ( void );
void Event_SetViewAngles ( const idVec3 &vec );
void Event_StopFxFov ( void );
void Event_EnableWeapon ( void );
void Event_DisableWeapon ( void );
void Event_GetCurrentWeapon ( void );
void Event_GetPreviousWeapon ( void );
void Event_SelectWeapon ( const char *weaponName );
void Event_GetWeaponEntity ( void );
void Event_ExitTeleporter ( void );
void Event_HideTip ( void );
void Event_LevelTrigger ( void );
void Event_GetViewPos ( void );
void Event_TeleportPlayer ( idVec3 &newPos, idVec3 &newAngles );
void Event_Freeze ( float f );
void Event_HideDatabaseEntry ( void );
void Event_ZoomIn ( void );
void Event_ZoomOut ( void );
void Event_FinishHearingLoss ( float fadeTime );
void Event_GetAmmoData ( const char *ammoClass );
void Event_RefillAmmo ( void );
void Event_AllowFallDamage ( int toggle );
void Event_EnableTarget ( void );
void Event_DisableTarget ( void );
virtual void Event_DamageOverTimeEffect ( int endTime, int interval, const char *damageDefName );
// RAVEN BEGIN
// twhitaker: added Event_ApplyImpulse
void Event_ApplyImpulse ( idEntity* ent, idVec3 &point, idVec3 &impulse );
// mekberg: added sethealth
void Event_SetHealth ( float newHealth );
void Event_SetArmor ( float newArmor );
void Event_SetExtraProjPassEntity( idEntity* _extraProjPassEntity );
void Event_DamageEffect ( const char *damageDefName, idEntity* _damageFromEnt );
// mekberg: allow enabling/disabling of objectives
void Event_EnableObjectives ( void );
void Event_DisableObjectives ( void );
// mekberg: don't supress showing new objectives anymore
void Event_AllowNewObjectives ( void );
stateResult_t State_Wait_Alive ( const stateParms_t& parms );
stateResult_t State_Wait_ReloadAnim ( const stateParms_t& parms );
stateResult_t State_Torso_Idle ( const stateParms_t& parms );
stateResult_t State_Torso_IdleThink ( const stateParms_t& parms );
stateResult_t State_Torso_Teleport ( const stateParms_t& parms );
stateResult_t State_Torso_RaiseWeapon ( const stateParms_t& parms );
stateResult_t State_Torso_LowerWeapon ( const stateParms_t& parms );
stateResult_t State_Torso_Fire ( const stateParms_t& parms );
stateResult_t State_Torso_Fire_Windup ( const stateParms_t& parms );
stateResult_t State_Torso_Reload ( const stateParms_t& parms );
stateResult_t State_Torso_Pain ( const stateParms_t& parms );
stateResult_t State_Torso_Dead ( const stateParms_t& parms );
stateResult_t State_Torso_Emote ( const stateParms_t& parms );
stateResult_t State_Legs_Idle ( const stateParms_t& parms );
stateResult_t State_Legs_Run_Forward ( const stateParms_t& parms );
stateResult_t State_Legs_Run_Backward ( const stateParms_t& parms );
stateResult_t State_Legs_Run_Left ( const stateParms_t& parms );
stateResult_t State_Legs_Run_Right ( const stateParms_t& parms );
stateResult_t State_Legs_Walk_Forward ( const stateParms_t& parms );
stateResult_t State_Legs_Walk_Backward ( const stateParms_t& parms );
stateResult_t State_Legs_Walk_Left ( const stateParms_t& parms );
stateResult_t State_Legs_Walk_Right ( const stateParms_t& parms );
stateResult_t State_Legs_Crouch ( const stateParms_t& parms );
stateResult_t State_Legs_Uncrouch ( const stateParms_t& parms );
stateResult_t State_Legs_Crouch_Idle ( const stateParms_t& parms );
stateResult_t State_Legs_Crouch_Forward ( const stateParms_t& parms );
stateResult_t State_Legs_Crouch_Backward ( const stateParms_t& parms );
stateResult_t State_Legs_Jump ( const stateParms_t& parms );
stateResult_t State_Legs_Fall ( const stateParms_t& parms );
stateResult_t State_Legs_Land ( const stateParms_t& parms );
stateResult_t State_Legs_Dead ( const stateParms_t& parms );
CLASS_STATES_PROTOTYPE( idPlayer );
};
ID_INLINE bool idPlayer::IsBeingTalkedTo( void ) {
return talkingNPC!=NULL;
}
ID_INLINE bool idPlayer::IsRespawning( void ) {
return respawning;
}
ID_INLINE idPhysics* idPlayer::GetPlayerPhysics( void ) {
return &physicsObj;
}
ID_INLINE bool idPlayer::IsInTeleport( void ) {
return ( teleportEntity.GetEntity() != NULL );
}
ID_INLINE void idPlayer::SetLeader( bool lead ) {
leader = lead;
}
ID_INLINE bool idPlayer::IsLeader( void ) {
return leader;
}
ID_INLINE bool idPlayer::IsZoomed( void ) {
return zoomed;
}
ID_INLINE bool idPlayer::IsFlashlightOn( void ) {
return flashlightOn;
}
ID_INLINE rvViewWeapon* idPlayer::GetWeaponViewModel( void ) const {
return weaponViewModel;
}
ID_INLINE idAnimatedEntity* idPlayer::GetWeaponWorldModel( void ) const {
return weaponWorldModel;
}
ID_INLINE int idPlayer::GetCurrentWeapon( void ) const {
return currentWeapon;
}
ID_INLINE bool idPlayer::IsGibbed( void ) const {
return gibDeath;
}
ID_INLINE const idVec3& idPlayer::GetGibDir( void ) const {
return gibDir;
}
ID_INLINE int idPlayer::GetClipWorld( void ) const {
return clipWorld;
}
ID_INLINE void idPlayer::SetClipWorld( int newCW ) {
idEntity::SetClipWorld( newCW );
if( head.GetEntity() ) {
head.GetEntity()->SetClipWorld( newCW );
head.GetEntity()->UnlinkCombat();
head.GetEntity()->LinkCombat();
}
if( weapon ) {
if( weapon->GetViewModel() ) {
weapon->GetViewModel()->SetClipWorld( newCW );
}
if( weapon->GetWorldModel() ) {
weapon->GetWorldModel()->SetClipWorld( newCW );
}
}
UnlinkCombat();
LinkCombat();
}
ID_INLINE int idPlayer::GetWeaponIndex( const char* weaponName ) const {
for( int i = 0; i < MAX_WEAPONS; i++ ) {
if( !idStr::Icmp( spawnArgs.GetString( va( "def_weapon%d", i ), "" ), weaponName ) ) {
return i;
}
}
return 0;
}
ID_INLINE idUserInterface* idPlayer::GetHud() {
return vehicleController.IsDriving() ? vehicleController.GetHud() : hud;
}
ID_INLINE const idUserInterface* idPlayer::GetHud() const {
return vehicleController.IsDriving() ? vehicleController.GetHud() : hud;
}
ID_INLINE bool idPlayer::IsPlayerMuted( idPlayer* player ) const {
return !!( mutedPlayers & ( 1 << player->entityNumber ) );
}
ID_INLINE bool idPlayer::IsPlayerMuted( int clientNum ) const {
return !!( mutedPlayers & ( 1 << clientNum ) );
}
ID_INLINE void idPlayer::MutePlayer( idPlayer* player, bool mute ) {
if( mute ) {
mutedPlayers |= ( 1 << player->entityNumber );
} else {
mutedPlayers &= ~( 1 << player->entityNumber );
}
}
ID_INLINE void idPlayer::MutePlayer( int clientNum, bool mute ) {
if( mute ) {
mutedPlayers |= ( 1 << clientNum );
} else {
mutedPlayers &= ~( 1 << clientNum );
}
}
ID_INLINE bool idPlayer::IsFriend( idPlayer* player ) const {
return !!( friendPlayers & ( 1 << player->entityNumber ) );
}
ID_INLINE bool idPlayer::IsFriend( int clientNum ) const {
return !!( friendPlayers & ( 1 << clientNum ) );
}
ID_INLINE void idPlayer::SetFriend( idPlayer* player, bool isFriend ) {
if( isFriend ) {
friendPlayers |= ( 1 << player->entityNumber );
} else {
friendPlayers &= ~( 1 << player->entityNumber );
}
}
ID_INLINE void idPlayer::SetFriend( int clientNum, bool isFriend ) {
if( isFriend ) {
friendPlayers |= ( 1 << clientNum );
} else {
friendPlayers &= ~( 1 << clientNum );
}
}
ID_INLINE int idPlayer::GetConnectTime( void ) const {
return connectTime;
}
ID_INLINE void idPlayer::SetConnectTime( int time ) {
connectTime = time;
}
ID_INLINE int idPlayer::GetRank( void ) const {
return rank;
}
ID_INLINE void idPlayer::SetRank( int newRank ) {
rank = newRank;
}
ID_INLINE int idPlayer::GetArena( void ) const {
return arena;
}
ID_INLINE bool idPlayer::CanFire( void ) const {
return flagCanFire;
}
ID_INLINE bool idPlayer::IsWaitingForPredictAck( void ) const {
return ( clientIdealWeaponPredictFrame != -1 );
}
#endif /* !__GAME_PLAYER_H__ */
// RAVEN END